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5069Re: Learning from Marvel Heroic

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  • jasonsunday
    Apr 29, 2013
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      I also like the fact that the Villains can grandstand to cause more trouble for the heroes via Doom Pool.

      --- In icons-rpg@yahoogroups.com, "jasonsunday" <jasonsunday@...> wrote:
      >
      > Bill made some very good points. I like the Initiative, Damage Types, Complications, and Distinction use in Marvel. I don't remember seeing it in Icons but I think the ability to push your powers (aka Power Attack from MnM) is very helpful too.
      >
      > --- In icons-rpg@yahoogroups.com, Bill Olander <plusonesword@> wrote:
      > >
      > > 1. Initiative - Does ICONS even have an initiative system? Perhaps I've
      > > missed it but my usual method is pick the player to my left and go around
      > > in a circle. I've contemplated stealing both the MHR and Savage Worlds
      > > initiative systems just to spice things up a little.
      > >
      > > 2. Damage Types - I understand that Stamina is a combination of
      > > Strength(toughness) and Willpower. I did really like the multiple damage
      > > types in MHR but as a nod to ICONS Fate origins I'd probably switch to FATE
      > > damage tracks if I was going to split them up. More interesting to me were
      > > MHR's complications such as the ability to web someone into oblivion with
      > > say "Stuck in Webs d8" as a condition.
      > >
      > > You could probably do something similar with Aspects or FATE Consequences.
      > > Potentially as an alternative to what happens when you go to Zero stamina
      > > instead of losing strength.
      > >
      > > 3. Aspects - On the subject of Aspects, there were a couple of cool points
      > > to MHR's Distinctions. First, there was only three of them so they were
      > > easier to remember. Second, you were pretty much expected to have them come
      > > up most of the time. And third, you had the option to take them as either a
      > > benefit or a penalty. As a GM, the Determination point economy can slow to
      > > a halt just because I forget to hand them out. I liked the way this placed
      > > the power to grab Plot points into the hands of the players.
      > >
      > > 4. Milestones and XP - Quite honestly, I didn't particularly care for
      > > Milestones as they were implemented. I felt they were awkward to make
      > > interesting. What I did really like about them was how they worked as
      > > Adventure related unlockables. Advancement in supers games is an awkward
      > > proposition with characters tending to return to status quo. Having some
      > > mechanic where the characters can earn a temporary advantage (Like when
      > > Spider-man temporarily gained the power cosmic or during Blackest Night
      > > when earths heros each got a color ring). By giving it out that way it
      > > feels less like hand waving and more that it is something the players
      > > accomplished.
      > >
      > > 5. Power Sets - I don't really know what to say in terms of implementation
      > > but I like these. I like how they were formalized in 3rd Edition M&M. I
      > > like how they were set up in MHR. I like being able to yank them off of an
      > > NPC and be able to move them around. I liked how they looked like little
      > > glowing balls of energy in the TV show Charmed. What?
      > >
      > > Ok, those are my thoughts.
      > > -Bill
      > >
      > >
      > > On Fri, Apr 26, 2013 at 9:32 AM, stevekenson <stevekenson@> wrote:
      > >
      > > > **
      > > >
      > > >
      > > > So, given the attention on Marvel Heroic in the wake of the MWP
      > > > announcement: What things can ICONS learn, as a system, from the iteration
      > > > of Cortex in Marvel Heroic? Are there innovations in Marvel you think would
      > > > adapt well to ICONS?
      > > > _____
      > > > Steve Kenson
      > > > stevekenson@
      > > > www.stevekenson.com
      > > >
      > > >
      > > >
      > > >
      > > >
      > > >
      > > >
      > >
      >
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